A bit of a quiet week on the RPG new releases front in stores, but it's certainly made up for digitally with a host of interesting releases! On the board game side of things we also see a new Warhammer 40,000 race game released, by Devir, called Gretchinz!

Check out the full list of what should be hitting games stores this coming week, along with our look back at a selection of PDFs released over the last seven days, below! For more information about any of the physical products please contact your local games store.

Command a Starship. A hundred decisions a day, hundreds of lives, staked on you making every one of them right.

The Command Division supplement provides Gamemasters and Players with a wealth of new material for use in Star Trek Adventures for characters in the command division. The Command Division supplement includes:

• Detailed description of the command division, including its role in Starfleet, the various branches within the command division, the role of Fleet Operations, life as a command division cadet, and details on starship operations.
• Expanded 2d20 Social Conflict rules, enhancing social encounters and galactic diplomacy.
• An expanded list of Talents and Focuses for command and conn characters.
• Over a dozen additional starships and support craft to command and pilot, including the NX, Nebula, Sovereign, and Steamrunner classes, as well as many shuttle types and the indomitable Work Bee!
• Advice on creating command division focused plot components for your missions to test the mettle of your captain and flight controller.
• New rules on running Admiralty-level campaigns that let you command entire fleets, as well as information on commanding starbases.
• Detailed descriptions and game statistics for a range of Command and Conn focused NPCs and Supporting Characters.

The Turf Wars supplement for Dusk City Outlaws expands upon the core game's campaign rules and adds new options for long-term play. In a Turf Wars campaign, all members of the crew are from the same cartel, and their crimes serve a higher purpose beyond just building their reputations. As the campaign progresses and Jobs are completed, the crew can expand their cartel's influence in districts of their choice, with the goal of eventually expanding their cartel's turf when the end of the year comes around and the new turf lines are drawn at the Thiefmoot. Of course, the other cartels aren't sitting idly by waiting for the crew to take control of their districts; the other cartels are spreading their own influence, and the crew must guard against their rivals making inroads to take away control of districts in their turf. A Turf Wars campaign plays out over the course of one year, through 10 Jobs (one per month), with rules for determining which districts are taken over by which cartels.

Included for use with the Turf Wars campaign are:

Complete campaign rules, for both players and Judges

New Story Rewards the crew members can use to modify the way their crew gains control of districts

New complications for the Judge to use to make life harder on the crew, plus new rules for permanent heat and ongoing complications

Suggestions for adapting existing scenarios for use in a Turf Wars campaign

District tracking sheets for the Judge

This supplement also includes rules for playing rookie characters. Rookie criminals start out much less competent than experienced thieves, making pulling off Jobs all the more challenging. Rookie characters advance after each session, growing more skilled and more survivable as their careers go on, allowing for gradual character growth over the course of the campaign. Rookie characters can be played in Turf Wars campaigns, or in campaigns using the rules from the Dusk City Outlaws core game.

Humanity at last stakes a claim among the stars. But building a colony on a strange new world is about more than mere survival. To thrive, you’ll need to balance the demands of competing political factions, each vying to leave their mark on humanity’s new home.

Worldfall is an alternate setting for Legacy: Life Among the Ruins 2nd Edition focusing on the political, logistical and environmental challenges of forming a colony on a new world. Form strategic alliances that produce wild new ideologies. Work towards a constitutional convention that sets a tone for life on the new world. Reach for more distant horizons, and at last return to the stars.

Key Features:
• Build a new society and history with 7 Cabal playbooks and 7 Character playbooks. Take control of The Officer Class, The Scum of the Universe, The Priestex, The Gasoline Fire and more!
• Alliance and Reputation rules to guide you through tense political sagas.
• A new Wonder: the Constitutional Congress governs the rights, responsibilities and restrictions on your new society.

Harvest the essence of elementals, the scales of dragons, and the blood of genies for use in augmenting your own spells or take it a step further with mods to magic items, weapons, and armor.

For generations, wizards have sought ways to augment their already substantial magical abilities. Centuries of research has yielded countless new spells, metamagic practices, and even the discovery of cooperative spellcasting as a means for making existing spells more powerful. Now you can add even more power to your arsenal with this Creature Components expansion for Tome of Beasts!

With each passing year, the study of arcane alchemy grows. Dedicated students, anxious to seek out inventive ways to augment magic, risk their lives to provide yet more possibilities to the magical community. Their risks have paid off.

From the wondrous world of Midgard comes a new Creature Components volume that expands upon previous experiments andmagical ideologies to include:

- Rules for harvesting hazards to make collecting components infinitely more interesting- 170 new creature components to expand the repertoire of any aspiring magic user- New magic items based on creatures from the Tome of BeastsbyKobold PressThis tome expands upon the original Creature Components concept, providing numerous new tools to players and storytellers alike. Empowered spells, wondrous items, and more have been crafted from the blood of beasts...

This book is an expansion to the original Creature Components which can be purchased here.

The Cascadia Colonization Authority is an agency of the Cascadian government which is in charge of exploring the untamed frontier in Tranquility Sector. This sourcebook will detail the agency, their people, and their mission.

In addition, this book will include an expanded star system generation method which can be used for creating star systems or providing the backbone to an exploration campaign in Clement Sector, Tranquility Sector, and beyond. This system generator can be used for Clement Sector, Cepheus Engine, or any other 2d6 SF game.

It also serves as a sourcebook for the Tranquility Sector showing all of the subsectors within that sector.

Three orphans have come to the Hall, seeking refuge from a terrible madman in pursuit of their... oh have you heard this story before? We assure you, this particular telling is quite different than what you may have heard already. These events are more than unfortunate, they are downright atrocious.

This is the third Terrible Tale adventure for Monkeyfun Studios' dreadpunk RPG, Bedlam Hall. Powered by the Apocalypse, players take the terrible role of servants for the Blackwood family who are quite… different. The family’s troubles run the gamut between inconvenient relationships to terror-driven psychoses that can turn bloody and violent. Not quite the best employers to work for, in any sense of the word. Coupled with the house’s own peculiarities and an overwhelming need to maintain one’s own skeletons in the closet, every member of staff has their hands full to say the least.

Can you manage to survive the strange happenings and the family’s unnatural behavior while still keeping the house under control and your references in order? Play to find out.

Monkey the Role-Playing Game is based upon the Chinese Classic “The Journey to the West” and a lifetime of TV shows, Films and Comics, all based upon the heroic journey of the Monkey King and his companions, Pigsy, Sandy and Tripitaka through the vibrant world of Chinese folk religion.

This is a game set in a mythical China, where out of grace immortals, created by the players, seek redemption by escorting a vulnerable and mortal Monk to distant India. Braving many dangers along the way, to recover scrolls of lost scrolls of Buddhist scripture. The road through the wilderness is dangerous since all of Demon-kind has resolved to stop the pilgrims and the eat the Monk's flesh!

The game's simple rules, which use standard playing cards, allow for any sort of action that you can imagine, from fast-paced Kung-Fu to heated debates.

The main rulebook contains all that you need to play, except two packs of standard playing cards (one for the players and one for the referee) and your imagination.

Prepare to explore a world filled with creatures beyond your wildest dreams. Imagine a place where intelligent species, unlike any you have ever seen, have built societies. Envision a land so different from the ones you know, yet with a sense of whimsical familiarity. Imagine yourself in Revilo.

Within the pages of this tome you will find everything you need to become a novice explorer of Revilo. You will travel across Revilo’s 12 regions, and discover the backgrounds and customs of 36 of its inhabitants. Unearth the history of this world, its gods, and the epic eras which have transpired up to the present day, before deciding where Revilo will take you next!

Stargates opens up a vast universe of possibility for creating and designing your own system of gateways to interstellar adventure without having to "drift" through hyperspace. From local system portals to intergalactic wormholes, you'll find within a detailed system for defining not just the basics like direction and range but mysterious manifestations of transmaterialization energies, the dangers of activating dormant or damaged gateways, including malfunctions like biomutation, psychic backlash, and temporal displacement! You can create unique gateway keys for conditions, patrons, magic, and more, and you'll find sample gateways like the solar arch,priest's passage, and the Pillars of Qa, as well as specialized feats, spells, and more for making the most of gateways in your universe. Grab this incredible 26-page interstellar supplement for the Starfinder Roleplaying Game from Tim Hitchcock today and Make Your Game Legendary!

The Frontier Zone. Home to thousands of unique species. What strange beings will you meet on your journeys? They say there are beings made of pure energy, or completely invisible to the eye. Sentient beings that are fungal spores infesting a dead host. Creatures of incredible size and strength, and those smaller than your hand. The Zone is full of wonderful beings, and once you start out on the starlanes who knows what you might meet.

Written by Brennan Taylor [original author of Bulldogs!], People of the Zone adds 40 unique new species to the Bulldogs! galaxy, all playable character types. Take a look at just a sample of the diversity of the galaxy, and greatly expand the character options for your Bulldogs! game.

From one man work pods working around orbitals to kilometer long armoured warships displacing a megaton, the space ships of known space are as varied as the crews that operate them.

Expanding on the basic starship design rules from the Cepheus Engine System Reference Document, the Spacecraft Design Guide provides the tools for a naval architect to design small craft, traders, light naval vessels or massive capital ships. They can install the latest technology to allow the ship to jump interstellar distances, use inertialess drives that bend gravity to the will of the ship, move by falling towards microscopic black holes or “ride fire“ on a ship that uses a fusion plasma drive and spin gravity to provide for crew comfort. They can also design low technology missile armed warships or capital ships bristling with high energy weapons and capital ship killing torpedoes.

New advanced rules allow for naval capital ship combat where massed barrages rather than the fire from a single turret hit decide who the victor will be.

Chapter Four in the popular Haunting of Hastur series by Dark Naga Adventures!

About two millennia ago, Hastur nearly conquered the continent of Barestir before being defeated by a coalition army of humans, elves, dwarves, gnomes and halflings. Since being cast from the world of Tumunzar late in the First Age of Man, Hastur has long sought to return. The elves of the Barestir continent offer an opportunity for Hastur to maintain an aspect indefinitely on Tumunzar.

Someone in Meawold is working to build a temple, build a host and pull an aspect of Hastur across from the beyond, where the Old Ones wait and plot their dreams of feasting on worlds. The Formene Elves detect this activity and ask the party members to investigate.

They are given a list of people who have the ways and means to build a cult or are acting suspicious and asked to investigate, confront, and find the person or persons involved in this horrible plan.

Included with DNH4 – Confronting Hastur – OSR Adventure

The OSRh edition adventure. 38 pages of in-depth information. Everything you need to run the adventure!

The Map and Illustration Book. Don’t worry about taking apart your book! Use this book to show your characters examples of the amazing artwork contained in the adventure!

Welcome to the second adventure in the critically acclaimed ZEITGEIST adventure path!

This is the 5th Edition version of this adventure.

Summer smog conceals the skies over Flint, and the skyseers, once able to foretell the future in the wheeling heavens, are blind and discredited.
Unnatural tremors shake the city. Protesters brawl with police in the factory district. Fires burn in Flint's heart. An assassin flies on the wind. Foreign ships smuggle in magic arms, ready for a civil war. But the greatest threat is hidden beyond the sight of men.

When a woman is murdered in the Danoran consulate, the party's investigation threatens to unearth a conspiracy, and those in power move to silence all who might reveal them. Only with the guidance of an old dying prophet will the party have a chance to pierce the conspiracy's veil, and save Flint from a coming doom.

These whopping 36-pages are the first part of The Dying Skyseer, the second adventure in the ZEITGEIST adventure path.

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BOARD & CARD GAMES

Gretchinz!
2-4 players, ages 8+, 20+ minutes
By Devir Games

The greenskin’s passion for speed and violence is known throughout the galaxy. It is not uncommon to see (from a reasonably safe distance of course) little crowds of Orks from different klans take any excuse to launch their best Gretchinz into insane races where they pilot buggies which have been slapped together with whatever is at hand. There is no need to point out that firepower and speed are far more important than the safety of the racers when it comes to the design of such contraptions.

Now you too can recreate these frantic races, pitting these crazy speed freaks against each other. Play your cards cunningly and try to manage your attacks and movements intelligently, before your rivals have a chance to get ahead. Come on, you must finish them!

Gretchinz! is a crazy racing game for 2 to 4 players (which can be expanded to up to 8 players with a second copy of the game).

Players will be rolling their dice all at the same time. Dice indicate the type of actions that players can perform: move, attach, draw new cards, etc. The fist player to align the dice to his interest will yell “Waaagh!” and everybody else need to make do with the results they have on the table at that moment. Regarding attacks, players won’t know for sure if the cards they have at hand are good enough for their intended action. Players hold the cards in their hand in such a way that they will not be able to see the relevant side of their hands (while the rest of the players can actually see the fire power of the rest of the opponents).

Threads of Fate Mythos Pack
Akham Horror Living Card Game Expansion
By Fantasy Flight Games

You've journeyed deep into the rainforests of southern Mexico and made the discovery of a lifetime. Now, returning home, a peaceful respite is in order — but your relaxation is cut short when an uninvited guest arrives and tells you that the artifact you uncovered is not what is seems and now the entire Earth is in danger. Her wild claims suddenly become more believable as your world erupts into chaos. Three tasks stand before you at once: you must protect the relic from falling into the wrong hands, solve the mystery of a missing friend, and determine whether to trust your mysterious guest. The stakes are high and time is short. Which will you pursue?

Threads of Fate is the first Mythos Pack in "The Forgotten Age" cycle for Arkham Horror: The Card Game. This new scenario throws you into the investigation like never before with three separate Act decks that are each in play simultaneously. With few leads and a limited amount of time before the trail runs cold, you must weigh your evidence to decide which leads to follow and which to ignore. Your choices will permanently shape your adventure throughout "The Forgotten Age" cycle, so you must choose wisely.

War of the Worlds : England
1 player, 30-90+ minutes
By Dan Verssen Games

England is under attack by strange forces from Mars!

You must hurry to field forces to oppose the Martian menace before they ravage all of England and begin converting it for Martian colonization. The Tripods will first destroy your cities and send refugees fleeing across the land, desperate to escape via harbors and ships. Once an area is destroyed, Red Weed will start to sprout up, finishing their work.

As England is devastated, your production decreases and your ability to produce Field Guns, Infantry, and Cavalry also decreases! When you march your forces into the same region with a Tripod wave, you get to command them in battle! Once you deploy your forces to the map, they are ready to do battle!

In battle, the towering Tripods will march toward your positions as your guns do their best to bring them down. While advancing, the Tripods will attempt to detect your concealed guns. Once they do, they will blast them with heat rays!

Each game turn brings the war closer to victory for either Humans or Martians! The Martians gain colonization points by destroying the land and scooping up the fleeing refugees. You gain victory points by keeping your lands healthy, destroying Tripods, and evacuating the grateful refugees!

The game begins with a wave of Martian Tripods marching across England, as well as a Martian Cylinder already embedded in the ground, and preparing to construct a second wave of Tripods!

The War of the Worlds is a solitaire board game that puts you in command of the Human forces in a desperate attempt to defend Earth against the invading Martian Tripods!

While you plan and carry out the Human side of the war, the game system commands the Martian forces.

The War of the Worlds is a low complexity board game for gamers, science fiction fans, and anyone who likes an easy to play game with good decision-making. Each games takes only an hour or so to play.

War of the Worlds : Japan
1 player, 30-90+ minutes
By Dan Verssen Games

The War of the Worlds is a solitaire board game that puts you in command of the Human forces in a desperate attempt to defend Earth against the invading Martian Tripods!

While you plan and carry out the Human side of the war, the game system commands the Martian forces.

The War of the Worlds is a solitaire, low complexity board game. Each games takes only an hour or so to play.

Japan possessed a small but well-trained military at the time. To reflect this, their Units cost a little more, but also have a better chance to carry out their orders. Their smaller geographical area makes for more intense combat with fewer movement options. The Martians have 3 Tripods in each Wave. Japan only pays 3 PP to build Harbors, and only pay 1 PP to move Units during the Production step. Battles in Japan will be close-in, intense, and highly mobile. Overall, the game will have a frantic feel.

War of the Worlds : France
1 player, 30-90+ minutes
By Dan Verssen Games

While France enjoyed quality soldiers and equipment, it suffered from a lack of quality leadership. In the game, French forces are less expensive, but also less skilled. This will make their battles larger than English battles, but they will also suffer more casualties. They have the standard 4 PP cost to build Harbors, but must pay 3 PP instead of 2 PP to move Units during the Production step. Again, reflecting the lack of effective leadership. The Martians receive 4 Tripods in each Wave.

War of the Worlds : US East Coast
1 player, 30-90+ minutes
By Dan Verssen Games

The US fielded a small military force at the time. This results in them having fewer Units at the start of the game. However, as seen a few decades earlier during the Civil War, the US is able to rapidly ramp up their production capabilities and quickly expand the size of their army. As the game unfolds, the US receives production bonuses to reflect this. The geographical area represented by the US map is larger than in the other games, as such, each Martian Wave is made up of 5 Tripods, and they tend to move a little less often. To match this, the US must pay 3 PP to move Units during the Production step. The US game gives a more lumbering feel with large forces bashing against each other.

Your quiet afternoon playing video games is interrupted by a whirring noise and a loud bang! You rush to the window and look. Out on the neighboring field you see it - A large flying saucer and dozens of angry looking MARTIANS!!! Well, at least your day won’t be boring!

Martians!!! Drops you into the middle of the first wave of a large-scale alien invasion. Armed with only your vast knowledge of sci-fi movies you decide that it is up to you to save mankind from certain intergalactic slavery.

This expansion includes two new player decks. First is Jared Kincaid, one of the deadliest mercenaries in the paranormal world of the Dresden files. Second is Mortimer Lindquist, an ectomancer, meaning he has the power to communicate and interact with ghosts.

It also includes new book decks for books 12 and 13 of the series, Changes and Ghost Story.

Warm up with this expansion for the Dresden Files Cooperative Card Game! Inside you’ll find two alternative character decks—Winter Knight Harry and Winter Lady Molly—and two new book decks—Cold Days and Skin Game.

Masters of Elements
Vikings Gone Wild Expansion
By Corax Games

In the land of Vikings, a new kind of warrior has surfaced. The Druids. These mysterious individuals are capable of powerful manipulations. Basing their strength on sacred artefacts, they can invoke terrifying creatures and get them to work on their behalf. Welcome to Vikings Gone Wild – Master of Elements expansion.

This expansion introduces a new type of resource: Elements.
All cards from Units, Odin's Path and the newly introduced Artefacts, provide alternative effects triggered with these Elements.

This expansion offers a completely asymetric start thanks to 3 permanent Artefact picked through a draft mechanic at the beginning of the game, offering a chance to pick some top card and build a strategy early on.

Istanbul: Big Box is the all-in-one package for Istanbul, including the base game as well as both expansions, Mocha & Baksheesh and Letters & Seals.

This combination also gives players the option to play on a big 5 x 5 tiles bazaar.

The Adventure Begins
Port Royal Expansion
By Pegasus Spiele

Raise the anchors and set sail as Port Royal: The Adventure Begins... introduces a campaign mode to Port Royal.

At the beginning of the game, someone reads the prologue of the scenario to be played, then before the start of each turn, players reveal order cards from an event deck that might require the collection of certain crew members or trade with certain ships; players might receive a bonus for certain actions during the turn. Order cards have a time limit, however, after which new cards are played from the event deck, and the end of a scenario depends on which orders have been executed.

Port Royal: The Adventure Begins... can be played either competitively or cooperatively.

Rocks of Ruin
Explorers of the North Sea Expansion
By Garphill Games / Renegade Game Studios

In Explorers of the North Sea: Rocks of Ruin, new opportunities await daring captains. Recent storms have left longships torn apart, with their precious cargo scattered across the rocky shores. Meanwhile, rumors of great fortresses in nearby regions are beginning to spread. Will you be the first to salvage the wrecks, or will you throw caution to the wind and charge the enemy fortresses for fame and glory?

In addition to including components for an extra player, Rocks of Ruin also includes three new building types, 24 tiles, five large player boards, two new captain cards, shipwrecks and fortresses.

Deckscape: Heist in Venice is the third title in a series of cooperative games inspired by real escape rooms in which a group of people is "trapped" inside a room full of puzzles and odd items. The goal of the game is to solve puzzles, understand the plot of the story, and make intelligent use of the items provided in order to exit from the room as quickly as possible.

In Deckscape: Heist in Venice you are professional thieves, now retired, but a mysterious missive forces you to reunite the old gang. The mission: sneak into the oldest casino in the world, in Venice, and steal a 1 billion euro chip! Each of you has specific skills and abilities, and if you stick to the plan everything will be fine. Although, yours is a risky job, and an unexpected event could compromise the whole mission... Can you overcome the intricate security systems of the casino and then run away with the loot?

In the heart of the sleeping city, there lies incredible wealth. The city gates are well guarded, but no one is watching what’s under their feet. The dead of night provides just enough cover for you to tunnel your way to untold riches and plunder the city from within. But you must act quickly, because a rival thief has the same plan.

In Prowler’s Passage, you and your rival burrow into the city through a network of underground passages to grab valuable items while attempting to gain control of key districts. Steal the best items, create the longest passages, and control districts to become the premier prowler!

Touche
2-6 players, ages 8+, 30+ minutes
By Tactic

Play your cards right from different patterns on the game board. Each player tries to form three different patterns, while attempting to thwart the other player's progress. Can be played individually or in teams

Odin’s Table
2 players, ages 10+, 20+ minutes
By Tactic

Odin’s Table is a strategic board game where two players struggle for victory with the assistance of the ancient Viking gods. Players try to move their game tokens to the enemy fort. The winner is the player who first gets three game tokens of their own into the enemy fort.

Use the superior power of Odin, the wit of Loki and the powers of 8 other gods to win in this strategical game of tactics and bluff!

Gold Armada
2-5 players, ages 7+, 20+ minutes
By Tactic

Gold Armada is a pirate themed board game where players roll the dice and try to collect as many gold coins as possible! The better you roll, the more difficult it is to collect more coins. Successful rolls are rewarded with gold, but unsuccessful rolls will earn you a skull token.

Each turn the player rolls 5 dice and tries to match a certain set of symbols on the game boards. He can reroll any number of dice twice. Depending on the final result, he can pick up 1 coin in a row that matches a set of symbols on his dice. When picking up a coin, a new symbol becomes visible, making the current row harder, but also more rewarding as the value of the coins increase.

If the player fails to roll any set of symbols, he has to pick up a skull coin, which gives him -1 points for each coin at the end of the game.

The game ends when all gold coins are picked up or when a player takes the last skull coin. Count the value of all your gold coins and substract any skull coins. The player who has the most points wins the game!

The Great Tour
3-6 players, ages 8+, 30+ minutes
By Tactic

Europe is full of things to see and do, and you've decided to get a slice of the action in The Great Tour: European Cities. Transport tourists in your bus between the great cities to see the sights, from the La Scala in Milan to the Arc de Triomphe in Paris, and many others! However, you'll have to contend with your competitors who are less than eager to let you win.

In more detail, plan your journey, draw ticket cards, and drive your bus from one destination to the next. For each complete journey, you receive points that count toward your final score. You are also rewarded for each new destination, the most completed journeys, and more.

In Orc-lympics, players draft a team of orcs, elves, halflings and other fantasy Olympians, each with their own strengths and weaknesses. They then enter these Olympians into a series of seven events. To claim a medal, a player's Olympians must have the highest or second highest total in the appropriate skill. The player who claims the most valuable collection of medals across the seven events wins!

Robit Riddle is an award-winning story-telling game. As one of six unique robot characters, players set out for adventure as they hunt for their missing pets, the Robits. Along the way, they will need to make important decisions (and friends) while collaboratively creating an interesting shared story. With gameplay inspired by Choose Your Own Adventure books, and amazing art from John Ariosa of Mice and Mysticsfame, Robit Riddle makes for an engaging narrative adventure game not to miss.

Sultans of the Wind
2-4 players, ages 8+, 40+ minutes
By Desyllas Games

In the Kingdom of Al Bisat, four teams of flying carpet riders are preparing for the annual contest held by the Sultan. Each player must guide their team through an ever-changing maze of clouds, which are controlled by the Sultan's djinn! The first team to guide their carpets safely across the game board and land on the opposing palace wins.

In more detail, in Sultans of Wind players must program their actions each turn, choosing amongst eight different wind tokens. By using the wind's power, players can manipulate the board to their benefit. If they are skillful enough, maybe they can catch the djinn flying through the clouds, in which case the djinn must grant them a wish!

Pinata Loca
2-6 players, ages 8+, 15-30+ minutes
By Desyllas Games

In Piñata Loca' we are filling up Piñatas with tasty candies and toys. But sometimes we secretly put useless objects inside the Piñata too. Hit the right Piñata and collect as many tasty candies and toys as possible.

Players try to collect sweets and toys (positive points) and give useless objects (negative points) to their opponents, by wisely playing their cards, on columns that represent Piñatas. When a player places the 7th card, then that Piñata and he collects all of its cards.

Your intuition, observation, strategy and logic skills will guide you to the most...
“PIÑATA LOCA”!

Moorea
2-5 players, ages 8+, 30+ minutes
By DLP Games

Maeva! Welcome to the South Seas. As inhabitants of the island of Moorea, you compete for the most valuable objects and the most impressive buildings. Collect wood and bamboo to build canoes and huts with them, or try to make the longest necklace of seashells. Whoever plays their cards most skillfully will win.

Germany’s U-boats are better known, but the US Navy’s submarine fleet achieved the greater victory, bringing the Japanese Empire to its knees by hollowing out its merchant fleet. In this solitaire game, you the player represent the skipper of a submarine. Your task is to conduct patrols against the Japanese by supporting the US fleets in combat, ambushing Japanese warships, carrying out covert operations in Japanese territory, and sinking merchant ships and tankers. You can conduct one of several individual patrols, or fight the whole campaign, with a goal of promotion to Captain – if you survive.

Cross Worlds Special Pack Set
Dragonball Super Card Game Expansion
By Bandai

The above list has been compiled based upon distributor and retail new releases mailouts I receive. Please note that there may be some geographic differences in release dates and/or availability of items. Please contact your local store for more information.

Please note: Some of the links in the post above may be “affiliate links”. This means if you click on the link and purchase the item the author of this post will receive an affiliate commission.

Archetypes in 5E are mechanical choices for fighters (and a few other classes) that make a variety of extremely similar mechanical classes by specifying certain level's special abilities.

For fighters, levels 3, 7, 10, 15, and 18 are filled with Archetype-specific abilities.
For other classes, they may be different. Some have different names, other than archetypes.
EG: Paladins, they're called "Sacred Oaths" - levels 3, 7, 15, and 20.

These terms are a pet peeve to me as an mechanical engineer; a drive is usually a gear set, not to mention whatever fusion plasma is. No matter how much one spins, the gravitation remains the same, rotation has nothing to do with it, NASA calls the rotational/centrifuge sections "artificial gravity"; eg simulating gravity with a centrifuge.

Reviews

Sure you may have seen all the films and watched the shows and maybe even played the games, but has any of that prepared you for the time when the undead come for your brains? No worry friend, Renegade Game Studio and Hunters Entertainment have you covered.

I’m not much of a RIFTS player, but I love the lore, fluff, story—whatever one chooses to call it—surrounding RIFTS. Sometimes, I’ll incorporate some material from the RIFTS World Books into my D & D campaign. That’s precisely what I’ve done recently with a homebrew Castlevania game I’m working on. I’ve used some material from this book for the upcoming campaign.

You chased a thief into a swamp, trekked through trackless forests and bogs, and fought your way out of an ambush set by orx. Just another day as wandering adventurers in Zweihänder the grim and perilous RPG.

On Saturday, September 22nd, Failbetter Games launched Skyfarer, a tabletop RPG tie-in to Sunless Skies, their steampunk literary RPG video game. Available exclusively through TabletopGaming.co.uk, this promotional tool hypes the video game franchise by bringing it to the world of tabletop. The day it dropped, one of the members of my gamer group - a fan of the PC version - downloaded it, read it, and learned the rules, so we put aside our regular game and slung dice in the world of Sunless Skies on launch day. What follows is a recounting of that game.